Friday, 15 February 2019

Mass and specialised audience needs.

Like film there are mainstream and independent sectors of gaming industry.
High budget games aimed at mass audience... super Mario Odyssey- low Peggi, colour worlds, recognisable cartoon characters, easy/ challenging tasks.

Independent games can take more creative risks. can ask audience to be more sophisticated. hell blade Sena- won awards- political and/ or social message. what remains of Edith- narrative ambiguity and difficulty like art house films.

Unlike film, Mobile downloading means low budget independent games can reach its audiences, unlike more difficult films (need to find screen to show it). however, these games rely on word of mouth/ rave reviews.

Mine craft= both and independent game, low budget in design- but backed by large corporation, Microsoft. mass market production, more than 100 mill copies sold... is becoming more sophisticated but not loosing original.
Social and economic contexts in gaming.

Changing attitudes to sexualities. different avatars of different gender. Dragon age=sexual orientation of their character.

Anxieties about isolation and addiction= limited appeal to games in past. Mobile gaming has overcome this.

Economic growth and more funding into gaming has seen gaming available to more people. Counties such as china has put loads of money into gaming.

Monday, 11 February 2019

the way different  audiences use use video games

video game usage may be dependent on different demographics and economic considerations of users.
most popular UK games are trivia/word/puzzles. free, for time filler.
Action and adventure is very time consuming. call of duty. more interative. masculine.
Role play/ strategy games, highly immerse. gamer identity, escapism, female and male audience.
Spiro- bright and colourful, loveable  character, young female audiences.
space chem- requires understanding of chemical engineering.
Mine craft- simerly immerse to core games. opportunity for on line help. sense of community. appeal to both gender and all ages. has been used in educational settings.
Audience interpretations and contexts.


Audience expectations of interactivity due to social values - age, gender
Internet initially seen as a sell governing community- do it yourself =. user generated content
Older generations reliant on Top Down media- why younger people use video games?
Different societies may receive media differently- china = no blood, political slogans in games.
Audience interaction and Prosummers

Interactivity is key to video games, but different games offer different levels of interactivity. some games such have an overwhelming narrative which leaves little in the way of of interactivity. kind of like a film.

Grand theft auto - some games such as GTA set players tasks to achieve, this can be played as a sandbox game however , where players can simply inhabit the world.

Mine craft provides an environment for users to work out rules. Total interactivity.

People now have more storage and faster computers... which combined with Internet growth allows audiences to be more interactive prosumers.

Depending on a consumer's experience / history with games there experience of a game shall differ. for example a less experienced gamer would get less out of mine craft due to little control.

Different audiences interact with different games due to genre and levels of interactivity.

minecraft  used digitally divetantly technologies too... enable testing of the game by players in pre alfa, alpha and beta phases. enab...